﻿#if UNITY_EDITOR
using UnityEditor;
/// <summary>
/// 编辑器菜单_语言包菜单
/// </summary>
public partial class ESF_MenuItem_LanguageSetting : AbsESF_EditorMenuItem
{
    #region 常量
    /// <summary>
    /// 菜单名称
    /// </summary>
    const string mcDevMenuName = "Language/";
    /// <summary>
    /// 菜单
    /// </summary>
    const string mcDevMenuRoot = cDevMenuRootPath + mcDevMenuName;
    /// <summary>
    /// Asset菜单
    /// </summary>
    const string mcDevAssetMenu = cDevMenuAssetPath + mcDevMenuName;
    /// <summary>
    /// Hierarchy菜单
    /// </summary>
    const string mcDevHierarchy = cDevMenuHierarchyPath + mcDevMenuName;
    /// <summary>
    /// 菜单优先级
    /// </summary>
    const int mcPriority = 100 * ESF_MenuPriorityConst.Language;
    #endregion

    #region Set LanguageSetting
    private const string mcSetLanguageSetting = "Language Setting";
    /// <summary>
    /// 语言包设定
    /// </summary>
    [MenuItem(mcDevMenuRoot + mcSetLanguageSetting, false, mcPriority)]
    [MenuItem(mcDevAssetMenu + mcSetLanguageSetting, false, mcPriority)]
    [MenuItem(mcDevHierarchy + mcSetLanguageSetting, false, mcPriority)]
    [ESF_ProjectSettingMenuItem(mcDevMenuRoot + mcSetLanguageSetting, "设置语言包")]
    static void ESF_MenuItem_SetLanguageSetting()
    {
        EditorWindow_LanguageSetting window = EditorWindow.GetWindow<EditorWindow_LanguageSetting>();
        window.Show();
    }
    #endregion
}
#endif


